Aliens Fireteam Elite - Todas the Basic Classes and Tips

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Aliens Fireteam Elite - Todas the Basic Classes and Tips

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Here's a guide to all 5 classes in Fireteam: Elite and some basic tips to keep you and your team alive. Let's see it.

Classes of Aliens Fireteam Elite 

This guide will be divided into three basic parts: general advice that applies to todas the classes, the roles of each individual class on a fire team, and the skill trees themselves. As a general disclaimer:

 

What I'm telling you here is not to do it 100%.  My playing style is not necessarily your playing style and vice versa, but todThere are still some basic rules that govern how we work together to get the job done. Something that becomes especially important in higher difficulties.

 
 

General tips for todas the classes:

The most important rule that replaces todas: ¡work with your fire team and protect it!

 

Even on standard difficulty, trying to get through todor the path will end with your death and, possibly, that of todothers for a mission failure, and it's guaranteed even the moment you start the intense difficulty. 

That's not to say that the difficulty is dark souls level (although it might be getting to that in a crazy way), but the game does have a quality of Killing Floor. What I mean is that unlike L4D (which is why people keep comparing Aliens Fireteam Elite with that confuses me), you can't just run and get rid of the ones that aren't fast enough and think that you can complete the mission without a hitch. You MUST work together, covering each other, not leaving people behind to run off on their own to get the job done.

There are a few simple ways to do this:

  1. Don't run away on your own.  There are several places in the corridors or rooms where when a player passes a certain point, you generate between three and twenty xenomorphs, as well as elite morphs (the numbers vary depending on the difficulty). keep your teammates in sight.
  2. If a character dice, "Watch out for an ambush," or, "take it easy, do you hear that?" means there is a marauder nearby. The marauders, like in Aliens, will be huddleducatwo waiting for a character to get close, then they will pounce and hold you down while dealing damage. They can be fired at the downed player, but if you can spot them before then you can hit them by surprise, killing them before they are a threat.
  3. Always go for the head. They take more damage, and the weapon mods have weak point (headshot) damage modifiers so you can take those things down even faster. Elite Xenomorphs also wobble more easily if you're constantly hitting them on the head.
  4. Look at your motion tracker. Remember when I said there are places where xenomorphs appear when you pass by? Sometimes they wait until todThey have crossed you and are trying to ambush you from behind. If you're not careful and just rush in, they'll attack you with pincers while you're dealing with something else, and that can easily take you out. Additionally, your tracker will display blue pings for elite xenomorphs and orange pings for high-strength elite xenomorphs.
  5. Your best equipment is something at a distance and something for 'close encounters'.  While this doesn't always mean a rifle / shotgun combo, keep in mind that when facing the horde, the xenomorphs are very likely to come into close combat range with you. Have something to deal with that problem, as well as something to damage them as much as possible from as far away as possible.
  6. Watch your line of fire.  Starting with intense difficulty, friendly fire is activated, so you must be careful not to run in front of other people's line of fire and vice versa. Ideally, your team will maintain a general center/front/right formation to try to stay out of each other's line of fire. However, when intense combat begins, fanning is usually not the top priority, so you still need to control your fire. However, having a general backup plan will save you a lot of health and trouble.
  7. Rodas to Dodge can really save your life.  It will take practice to learn the indicators, but every xenomorph, from basic corridors to every elite morph, has an indicator of when it is about to attack. If it's a more obvious sign of an elite, then they're probably about to make a claw attack which under the greatest difficulties is an instant kill. Watch for when they roll up, then roll to the side to avoid the attack. Usually when they fail, there is a short recovery time where you can light them up or make some space.
  8. Weapon level for todas classes, regardless of who uses it.  While this isn't a deal breaker, as you carry weapons on missions, they also gain experience and get a star when they 'level up'. Each weapon has a maximum of 4 stars. You can see what each star/level does when you select the weapon at the bottom left of your screen. While the individual benefits are not profound, todor can help on the battlefield. As an added bonus, if you level the pulse rifle to 4 stars with a gunner, Doc, which can also use rifles, you will be able to use the pulse rifle at 4 stars.
 
 

Gunner: Halfway

The Gunner class is the basic one: it doesn't specialize in anything, so it doesn't have particular strengths, but at the same time it doesn't have particular weaknesses either.

 

The two Gunner abilities are:

  • overclock- Increase the rate of fire for you and nearby allies, increase your own reload speed.
  • Fragmentation grenade: a thrown grenade that detonates on impact.
    And your liability is:
  • Stay on target: Dealing Damage grants you additional damage stacks, limited to 10. When you stop dealing damage, these stacks decay.

The gunner gets a rifle slot and a close-range weapon slot.

Gunner is excellent at filling in the gaps and adapting to multiple situations. Overclock helps the team fire faster, while Frag grenades can take on a group of racers. Later, there will be overclocking skill upgrades to increase and add new perks for teammates, and huge increases in perks for you.
In a squad, a gunner won't do CC (crowd control) or provide overwhelming firepower, but he can still do a little of both. By having a rifle and a shotgun, you not only have todos the ranges covered, but they can use one weapon to reduce the number and have another to kill the big one that charges.

 
 

Demolisher: I like weapons ...

Demolisher is exactly what you'd expect from its class name: it's the heavy that brings the overwhelming firepower to the situation. While, with one notable exception, the wrecker does not actually have weapons designed for close range, instead, wreckers are equipped to destroy todor before they approach the fire team.

 

The two abilities of the Demolisher are:

  • Micro rocket: Launches 3 rockets in a spread that detonate on impact, causing damage to the area and stunning people. todor whatever survives.
  • Explosive wave: Unleash a concussion blast around you, knocking down enemies and dealing damage.

Demolisher's passive is:

  • Cleaning the room: Activating an ability grants 1 stack, and each enemy hit increases the stack by 1. For each stack of Clear the Room, you gain 2.5% weapon damage that lasts 15 seconds. Getting a new stack causes the old ones to expire.

The Demolisher has a Rifle Slot and a Heavy Weapon Slot.

There isn't much more to say about this class that hasn't already been said. The Demolitionist uses overwhelming ranged firepower to destroy todor what approaches the square. Later skill tree unlocks give the Demolisher additional stagger power (and/or toughness), as well as ways to weaken enemies hit by skills so they take even more damage.

However, there are two major downsides to Demolisher. One is that they don't have a weapon designed for CQC, so point blank can cause problems for a demolisher that doesn't have Shockwave ready. Another is that your heavy weapon can easily chew through ammo, which means that on higher difficulties where your max ammo drops, you may need to rely bastbefore in your hand weapon...

 
 

Technician: a man and his turret

The Technician's firepower alone is, compared to the other classes, bastAgainst weak, however, the Technician's kit is set up purely for support and with proper application of this kit, you can turn a tough mob fight into target practice.
 

The two skills of the technician are:

  • Sentinel Turret: Place a 360 degree turret in front of you that will automatically fire at enemies. After you put it on, you can pick it up to use again.
  • Loaded coils: Throws a device that lodges in the target, hits todor in the area (as well as the xenomorph it is housed in), damages enemies and reduces movement. This ability can also be cast on any surface (walls, ceilings, floors).
 

The passive of the technician is:

  • Multiplatform synergy- Allies near your turret take 10% less damage, and when you stand near it, regenerate 5% health per second.

The technician gets a Handgun slot and a Short Range weapon slot.

The Technician is the only class with true CC skills. Charged coils in particular are especially good at DC as they slow down anything touched by your electric radio while also giving it an electrified effect, which has the added benefit of making it easier to detect and can be further modified as well. further up the skill tree to reduce the damage of any enemy under its effect. 

This makes it easier to keep enemies away from you and easier to group them so other members use area skills to take out large groups at once. Coils have 3 'charges' that can be used separately and recharged one at a time.

The other skill of the technician, the sentry turret is less useful while on the move, however for any section of the horde or anytime a larger number of xenomorphs are approaching, the turret is free additional firepower and also provides a damage reduction aura. Turret damage can be increased, and unlike turrets used via consumables, they have infinite ammo and duration until picked up or destroyed.

Approaching any turret you place gives you the option to "claim" it, lift it up, and put it on a 2 second cooldown before it can be reset. If you press the skill button again or if the xenomorphs damage it enough, it will be destroyed and the full cooldown timer will be activated.

 
 

Doc: optimistic man

Mostly self explanatory, class Doc has a methodtodor additional healing that does not involve aid kits, as well as an equipment upgrade ability. Doc he also benefits the most from the group staying together through his passive.

 
The skills of the Doc are:

  • Traumatology Station: Place a small kit on the ground that projects and aura. Staying in the aura will heal any wounded within it over time, however its supply is limited. It can be picked up and reassigned at will.
  • Combat stimulators- Increases your accuracy and stability by 50%, your stamina regenerates by 30%, and todNearby allies will gain 15% movement speed.

The passive of Doc is

  • For each nearby ally, your ability recharge rate increases by 15%. Picking up a medkit will restore a portion of your Trauma Station's energy.

El Doc It has a rifle slot and a manual pistol slot.

While the firepower of the Doc he is average, like the Technician, that is not his role. While the technician assists the team by disrupting the xenomorphs, the Doc help the team by making them faster and keeping them healthy.

Traumatology Station works, like dice the skill, placing a device on the ground and projecting an aura. Any injured squad member entering it will have their health regenerated rapidly, while the station's energy is depleted. Only members who are injured will heal and consume power from the station, so you won't have to worry about wasting power or keeping track of when the station is deployed.

Skill upgrades from Doc they can make combat stimuli stronger or make one's own Doc be more resistant. He also has other skill enhancements that strengthen his liability or give the group additional benefits by sticking together.

 
 

Recognition: the specialist

Recognition is the class you unlock upon completing the campaign, as well as the extreme and crazy difficulty levels. Recon's skill set is unique, allowing you to focus more on improving your own team or upgrading your squad. His abilities also make a mix of both.
 

The Recognition skills are:

  • PUPS: A small drone flies off, marking enemies for you and your team by giving them a red outline, as well as reducing their damage by 20%.
  • Support drone: Place a drone, which then creates an aura. Inside the aura, you and allies will receive an ammo magazine periodically, its accuracy and stability will be increased by 20% and they will gain 10 health per kill while inside the aura.

The Recognition passive is:

  • Concentration: Getting 2 headshot kills in 10 seconds gives a stack of Focus. Each Concentration stack provides 10% accuracy and stability.

Recon has a rifle slot and a close-range weapon slot.

Recon is a uniquely specialized class in the sense that its abilities help designate objectives for the team while allowing them to fight longer.

Recognition has some of the highest recovery times for todas the classes, but they are very powerful and specialized for what they do. An important note about the PUPS ability: it will mark nearby xenomorphs via todor the land. It's a GREAT way to spot marauders without having to risk it, and it marks enemies in a full 360-degree area.

Most of the Recon skill tree aims to improve your weapon's performance through bonuses to accuracy, stability, and reload. However, he also has some skills that focus on bonuses to help allies who are in trouble.

 
 

Skill trees

The skill tree adds additional modifiers to your skills and / or passive, or provides a specific weapon type bonus for your character. When you first use a character, your perk tree will look like this:

 

Aliens Fireteam Elite: All Classes Guide & Basic Tips

You will start with two 3 × 2 blocks, one on each side, with an additional area blocked by the class level. As your level increases (cap is 8), your skill tree will eventually look like this:

Aliens Fireteam Elite: All Classes Guide & Basic Tips

Modifiers, as you can see, come in different shapes and sizes, however you have the option to rotate them to fit as closely as possible to your available area. The skills / modifiers linked to a skill are designated by the gray connecting lines and as you can see, you can create multiple connections to a skill. If there is a modifier that can affect both abilities, you cannot connect it to both, the game will ask you to clarify which ability you want the modifier to affect only.

Finally, blue benefits are considered "universal". They are general modifiers that, when unlocked, can also be used in other classes. Green modifiers are class specific and have more detailed explanations of what they do or how they alter / enhance a specific ability.


That's todor what we are sharing today in Aliens Fireteam Elite - TodAs for the Basic Classes and Tips, feel free to leave a comment below. See you!

Credit to Kira yamato